If the attacking monster has lower ATK than the defence-position defender's DEF, then the defender is not destroyed at all. What will happen is the attacking player will take damage equal to the difference between the attacker's ATK and the defender's DEF, but neither monster will be destroyed.
Well, a lack of specifics prompts me to tell everything. Each monster has a specific amount of ATK (Attack Points) and DEF (Defense Points), depicted at the bottom of the card. Generally, the points will be multiples of 100, though there are several that end in 50 and a few with other numbers, but those were only released in the early stages of the game; aside from their re-releases, there haven't been any since. Also, no card released has had any basic ATK or DEF below 0 or above 5000.A monster with ATK and DEF of less than 1000 is considered weak; between 1000 and 2000 is average; between 2000 and 3000 is powerful; between 3000 and 4000 is exceptionally powerful; anything higher...well, let's just say you don't want to mess with anything like that if you're not an experienced Duelist, and usually not even then.Generally, monsters with 0 ATK have a strong DEF and/or an effect that can compensate, and likewise, monsters with 0 DEF will have a strong ATK and/or an effect. And for monsters that have 0 ATK and DEF, they ALWAYS have a special effect to help them out. Well, okay, not always, but at last count there were only three exceptions, and their usefulness is revealed when combined with certain cards that they're meant for.Now, in terms of gameplay; first, bear in mind that the following descriptions are the basic rules of the game, but there is at least one exception to almost everything mentioned here by means of a Spell, Trap, or Effect Monster card.Monsters can be Normal Summoned in face-up Attack Position or Set in face-down Defense Position. Monsters can change their positions once per turn. Face-down Defense Position monsters are flipped face-up when they switch to Attack Position. Face-up monsters cannot be flipped face-down. Monsters can only attack if they're in Attack Position. Monsters cannot change into Defense Position in the same turn that they attack or the same turn they are Summoned. Monsters in Attack Position are placed vertically, right-side up in the perspective of the card's controller. Monsters in Defense Position are placed horizontally.When a monster attacks another monster in Attack Position, one of three things happens:1. If the attacking monster has greater ATK than the monster it attacks, the attacked monster is destroyed and the controller of that monster loses Life Points equal to the difference between the two monsters' ATK.2. If the attacking monster has less ATK than the monster it attacks, the attacking monster is destroyed and the controller of that monster loses Life Points equal to the difference between the two monsters' ATK.3. If the attacking monster has equal ATK to the monster it attacks, both monsters are destroyed and neither player loses Life Points.When a monster attacks a monster in Defense Position, one of three things happens:1. If the attacking monster has greater ATK than the DEF of the monster it attacks, the attacked monster is destroyed and the controller of that monster loses no Life Points.2. If the attacking monster has less ATK than the DEF of the monster it attacks, neither monster is destroyed and the controller of the attacking monster loses Life Points equal to the difference between the attacking monster's ATK and the attacked monster's DEF.3. If the attacking monster has equal ATK to the DEF of the monster it attacks, neither monster is destroyed and neither player loses Life Points.One last note: if a monster attacks a face-down Defense Position monster, it is flipped face-up, but stays in Defense Position.And that is everything you need to know about ATK and DEF.
If the attacking monster is switched into Defence position, the attack ends. Damage Calculation is not entered, you do not compare the monsters' ATK or DEF.
When a monster attacks a defense position monster with DEF equal to to the attacking monster's ATK, no damage is inflicted to either player's Life Points and no monsters are destroyed in battle. Some monsters have effects that activate before or after they battle, so you must take those into account as well.
Slifer The Sky Dragon has X000 ATK: Slifer the Sky Dragon DIVINE/Divine Beast/10/?/? You must offer 3 Tributes to Special Summon this card. The ATK and DEF of this card becomes the number of cards in your hand × 1000. When this card is Special Summoned from the graveyard, it is sent to the Graveyard during the End Phase. While this card is face-up on the field, it cannot be targeted by Spells, Traps, or Monsters that designate a target. Additionally, when your opponent successfully Summons a monster 2000 points is deducted from the Monsters ATK or DEF respective to its position. If this effect reduces the amount to 0 or less the monster is destroyed.
As per usual rules, a monster cannot change its battle position on the turn it was summoned. If you special summon Atlantean Marksman with Surface, you will have to wait until your next turn before you can switch it to ATK position.
If you mean level limit area B, then no, it will immediately be changed to DEF if it is LV 4 or up.
A normal summon is where you just summon a monster and NOT use its effect or ability, just its ATK and DEF. A special summon is where you summon a card and use its effect or ability. You can only special summon a card if you have another card saying that you can special summon a card, you cannot just going around special summoning every monster.
If the attacking monster has lower ATK than the defence-position defender's DEF, then the defender is not destroyed at all. What will happen is the attacking player will take damage equal to the difference between the attacker's ATK and the defender's DEF, but neither monster will be destroyed.
Copycat copies original ATK and original DEF. - if the ?/? monster has an effect that changes its own original ATK/DEF, then Copycat's ATK and DEF will be the modified values too. - if the ?/? monster does not modify its original ATK/DEF (ie, its effect modifies its current ATK only) then Copycat will copy the ?/? and become a 0/0 monster while in play.
I found this strategy myself and i think it's a good one. The cards you need are: 1. Blackwing bora the spear: If you control a "Blackwing" monster other than "Blackwing - Bora the Spear", you can Special Summon this card from your hand. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If you control a blackwing other than blackwing bora the spear you can special summon this card from your hand. During battle between this attacking card and a def position monster who's def is lower than the attk of this card, inflict the difference as battle damage to your opponent. If you control a "Blackwing" monster other than "Blackwing - Bora the Spear", you can Special Summon this card from your hand. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. 2. Blackwing sirocco the dawn: If your opponent controls a monster and you control no monsters you can normal summon or set this card without tributing. Once per turn you can select one face up blackwing you control. It gains attk equal to the total attk of all face up blackwing monsters on the field except itself. monsters other than the selected monster cannot attk this turn. let you opponent go first. If they summon a monster it's your chance. if they do summon one When its your turn summon blackwing sirocco the dawn without tributing. Then you can summon blackwing bora the spear and use sirocco the dawns effect on it. it should have 3700 attk now. atk their monster and the lose loads of life points then they will get scared of you and you birds. Lay down a trap card that destroys a monster when it's summoned and end your turn.
Yes it can if the monster with 0 DEF is the only face-up monsteron your opponent's side of the field. If they have two or more monsters with 0 DEF, you can choose the monster to destroy.
Well, a lack of specifics prompts me to tell everything. Each monster has a specific amount of ATK (Attack Points) and DEF (Defense Points), depicted at the bottom of the card. Generally, the points will be multiples of 100, though there are several that end in 50 and a few with other numbers, but those were only released in the early stages of the game; aside from their re-releases, there haven't been any since. Also, no card released has had any basic ATK or DEF below 0 or above 5000.A monster with ATK and DEF of less than 1000 is considered weak; between 1000 and 2000 is average; between 2000 and 3000 is powerful; between 3000 and 4000 is exceptionally powerful; anything higher...well, let's just say you don't want to mess with anything like that if you're not an experienced Duelist, and usually not even then.Generally, monsters with 0 ATK have a strong DEF and/or an effect that can compensate, and likewise, monsters with 0 DEF will have a strong ATK and/or an effect. And for monsters that have 0 ATK and DEF, they ALWAYS have a special effect to help them out. Well, okay, not always, but at last count there were only three exceptions, and their usefulness is revealed when combined with certain cards that they're meant for.Now, in terms of gameplay; first, bear in mind that the following descriptions are the basic rules of the game, but there is at least one exception to almost everything mentioned here by means of a Spell, Trap, or Effect Monster card.Monsters can be Normal Summoned in face-up Attack Position or Set in face-down Defense Position. Monsters can change their positions once per turn. Face-down Defense Position monsters are flipped face-up when they switch to Attack Position. Face-up monsters cannot be flipped face-down. Monsters can only attack if they're in Attack Position. Monsters cannot change into Defense Position in the same turn that they attack or the same turn they are Summoned. Monsters in Attack Position are placed vertically, right-side up in the perspective of the card's controller. Monsters in Defense Position are placed horizontally.When a monster attacks another monster in Attack Position, one of three things happens:1. If the attacking monster has greater ATK than the monster it attacks, the attacked monster is destroyed and the controller of that monster loses Life Points equal to the difference between the two monsters' ATK.2. If the attacking monster has less ATK than the monster it attacks, the attacking monster is destroyed and the controller of that monster loses Life Points equal to the difference between the two monsters' ATK.3. If the attacking monster has equal ATK to the monster it attacks, both monsters are destroyed and neither player loses Life Points.When a monster attacks a monster in Defense Position, one of three things happens:1. If the attacking monster has greater ATK than the DEF of the monster it attacks, the attacked monster is destroyed and the controller of that monster loses no Life Points.2. If the attacking monster has less ATK than the DEF of the monster it attacks, neither monster is destroyed and the controller of the attacking monster loses Life Points equal to the difference between the attacking monster's ATK and the attacked monster's DEF.3. If the attacking monster has equal ATK to the DEF of the monster it attacks, neither monster is destroyed and neither player loses Life Points.One last note: if a monster attacks a face-down Defense Position monster, it is flipped face-up, but stays in Defense Position.And that is everything you need to know about ATK and DEF.
ANY Level 4 Monster with that much ATK would have some drawback. Here's a list for you, accurate as of October 2015, but bear in mind that I'm only listing the drawbacks:Alexandrite Dragon - Normal Monster, ATK: 2000/DEF: 100Gene-Warped Warwolf - Normal Monster, ATK: 2000/DEF: 100Mystery Shell Dragon - Normal Monster, ATK: 2000/DEF: 0Phantom Gryphon - Normal Monster, ATK: 2000/DEF: 0Archfiend General - Effect Monster, ATK: 2100/DEF: 800; destroyed if the Field Spell "Pandemonium" is not in play.Armor Exe - Effect Monster, ATK: 2400/DEF: 1400; destroyed unless you remove 1 Spell Counter from your side of the Field at every Standby Phase.Axe Dragunite - Effect Monster, ATK: 2000/DEF: 1200; changes to Defense Position after it attacks.Battlin' Boxer Glassjaw - Effect Monster, ATK: 2000/DEF: 0; destroyed when targeted for an attack.Berserk Gorilla - Effect Monster, ATK: 2000/DEF: 1000; destroyed if it is in face-up Defense Position, and must attack if able.Boar Soldier - Effect Monster, ATK: 2000/DEF: 500; must be Flip Summoned, destroyed if Normal Summoned, and loses 1000 ATK if your opponent controls any monsters.Bujin Hirume - Effect Monster, ATK: 2000/DEF: 1000; must first be Special Summoned by Banishing a "Bujin" monster other than "Bujin Hirume" from your Graveyard, and you can only control 1 "Bujin Hirume".Cave Dragon - Effect Monster, ATK: 2000/DEF: 100; cannot be Normal Summoned if you control a monster, and cannot attack if you do not control another Dragon.Chainsaw Insect - Effect Monster, ATK: 2400/DEF: 0; your opponent Draws a card after it attacks successfully.Dark Elf - Effect Monster, ATK: 2000/DEF: 800; you must pay 1000 Life Points for it to attack.Elemental HERO Captain Gold - Effect Monster, ATK: 2100/DEF: 800; destroyed if the Field Spell "Skyscraper" is not in play.Flash Assailant - Effect Monster, ATK: 2000/DEF: 2000; loses 400 ATK and DEF for every card in your hand.Gaia Soul the Combustible Collective - Effect Monster, ATK: 2000/DEF: 0; destroyed during the End Phase.Galaxy Dragun - Effect Monster, ATK: 2000/DEF: 1200; can only attack Dragon-Types.Giant Kozaky - Effect Monster, ATK: 2500/DEF: 2400; destroyed and deals 2500 damage to its controller if the monster "Kozaky" is not face-up on the Field.Giant Orc - Effect Monster, ATK: 2200/DEF: 0; changes to Defense Position after it attacks.Goblin Attack Force - Effect Monster, ATK: 2300/DEF: 0; changes to Defense Position after it attacks.Goblin Elite Attack Force - Effect Monster, ATK: 2200/DEF: 1500; changes to Defense Position after it attacks.Gogogo Giant - Effect Monster, ATK: 2000/DEF: 0; changes to Defense Position after it attacks.Gogogo Goram - Effect Monster, ATK: 2300/DEF: 0; changes its Battle Position when it is Summoned.Heraldic Beast Leo - Effect Monster, ATK: 2000/DEF: 1000; destroyed during the End Phase if it was Normal Summoned.Indomitable Fighter Lei Lei - Effect Monster, ATK: 2300/DEF: 0; changes to Defense Position after it attacks.Infernal Dragon - Effect Monster, ATK: 2000/DEF: 0; destroyed during the End Phase if it attacked.Jirai Gumo - Effect Monster, ATK: 2200/DEF: 100; requires you to toss a coin and call it whenever it attacks, and you lose half of your Life Points if you call it wrong.Karakuri Muso MDL 818 "Haipa" - Effect Monster, ATK: 2100/DEF: 1100; must attack if able, and changes to Defense Position after it attacks.Koa'ki Meiru Bergzak - Effect Monster, ATK: 2000/DEF: 200; destroyed during the End Phase unless you reveal a Warrior in your hand or send 1 "Iron Core of Koa'ki Meiru" Spell Card from your hand to the Graveyard.Koa'ki Meiru Powerhand - Effect Monster, ATK: 2100/DEF: 1600; destroyed during the End Phase unless you reveal a Normal Trap in your hand or send 1 "Iron Core of Koa'ki Meiru" Spell Card from your hand to the Graveyard.Koa'ki Meiru Urnight - Effect Monster, ATK: 2000/DEF: 1500; destroyed during the End Phase unless you reveal a Beast-Warrior in your hand or send 1 "Iron Core of Koa'ki Meiru" Spell Card from your hand to the Graveyard.Lionhearted Locomotive - Effect Monster, ATK: 2400/DEF: 2100; ATK decreases to 1200 whenever it attacks, until the end of the Damage Step.Mecha Phantom Beast Sabre Hawk - Effect Monster, ATK: 2100/DEF: 100; cannot attack directly, and cannot attack at all if you have a monster in your Graveyard that is not a "Mecha Phantom Beast".Mist Valley Falcon - Effect Monster, ATK: 2000/DEF: 1200; cannot attack unless you return one card you control to its owner's hand.Naturia Spiderfang - Effect Monster, ATK: 2100/DEF: 400; can only attack on a turn that your opponent uses an effect.Nuvia the Wicked - Effect Monster, ATK: 2000/DEF: 800; destroyed if Normal Summoned, and loses 200 ATK for each monster your opponent controls.Opera the Melodious Diva - Effect Monster, ATK: 2300/DEF: 1000; cannot attack during the turn it is Summoned or flipped face-up.Overlay Sentinel - Effect Monster, ATK: 2000/DEF: 0; cannot be Special Summoned, and changes to Defense Position when Normal Summoned.Panther Warrior - Effect Monster, ATK: 2000/DEF: 1600; cannot attack unless you Tribute 1 monster you control.Photon Crusher - Effect Monster, ATK: 2000/DEF: 0; changes to Defense Position after it attacks.Photon Thrasher - Effect Monster, ATK: 2100/DEF: 0; cannot be Normal Summoned/Set, must first be Special Summoned from your hand while you control no monsters, and cannot attack if you control any other monsters.Princess Curran - Effect Monster, ATK: 2000/DEF: 0; can only be Summoned by the effect of the Equip Spell "Trial of the Princesses".Princess Pikeru - Effect Monster, ATK: 2000/DEF: 0; can only be Summoned by the effect of the Equip Spell "Trial of the Princesses".Rare Metal Dragon - Effect Monster, ATK: 2400/DEF: 1200; cannot be Normal Summoned or Set.Scrap Kong - Effect Monster, ATK: 2000/DEF: 1000; destroyed when Normal Summoned.Scrap Shark - Effect Monster, ATK: 2100/DEF: 0; destroyed when an effect is activated while it is face-up.Shadowknight Archfiend - Effect Monster, ATK: 2000/DEF: 1600; you MUST pay 900 Life Points during each of your Standby Phases, and any Battle Damage it inflicts to your opponent is halved.Skull Conductor - Effect Monster, ATK: 2000/DEF: 0; destroyed if face-up at the end of the Battle Phase.Speedroid Razorang - Effect Monster, ATK: 2000/DEF: 0; cannot attack during the turn it is Normal Summoned.Susa Soldier - Effect/Spirit Monster, ATK: 2000/DEF: 1600; returns to the hand at the End Phase, and any Battle Damage it inflicts to your opponent is halved.Tardy Orc - Effect Monster, ATK: 2200/DEF: 0; cannot attack during the turn it is Normal Summoned.Terrorking Archfiend - Effect Monster, ATK: 2000/DEF: 1500; cannot be Normal of Flip Summoned unless you control an "Archfiend", and you MUST pay 800 Life Points during each of your Standby Phases.The Unfriendly Amazon - Effect Monster, ATK: 2000/DEF: 1000; destroyed unless you Tribute a monster during each of your Standby Phases.Toon Goblin Attack Force - Effect Monster, ATK: 2300/DEF: 0; destroyed if the Continuous Spell "Toon World" is destroyed, and changes to Defense Position after it attacks.Tyr of the Nordic Champions - Effect Monster, ATK: 2000/DEF: 2000; destroyed if there is no other "Nordic" monster on the Field.Worm Rakuyeh - Effect Monster, ATK: 2100/DEF: 1200; can only attack on the turn it is flipped face-up, and flips into face-down Defense Position after it attacks.Wulf, Lightsworn Beast - Effect Monster, ATK: 2100/DEF: 300; cannot be Normal Summoned or Set.Zeradias, Herald of Heaven - Effect Monster, ATK: 2100/DEF: 800; destroyed if the Field Spell "The Sanctuary in the Sky" is not in play.Zombyra the Dark - Effect Monster, ATK: 2100/DEF: 500; cannot attack directly, and loses 200 ATK each time it destroys a monster.Elder Entity Norden - Fusion Monster, ATK: 2000/DEF: 2200; requires 2 Synchro or Xyz Monsters (or one of each) to Fusion Summon.Gishki Psychelone - Ritual Monster, ATK: 2150/DEF: 1650Nekroz of Unicore - Ritual Monster, ATK: 2300/DEF:1000; cannot be Special Summoned except by Ritual Summon, and negates the effects of all monsters Summoned from the Extra Deck.Dark Diviner - Synchro Monster, ATK: 2000/DEF: 1000Old Entity Hastorr - Synchro Monster, ATK: 2300/DEF: 1000The Fabled Kudabbi - Synchro Monster, ATK: 2200/DEF: 1100; destroyed during the End Phase if you have 3 or more cards in your hand.The Fabled Unicore - Synchro Monster, ATK: 2300/DEF: 1000Underworld Fighter Balmung - Synchro Monster, ATK: 2100/DEF: 800
The monster is flipped into face-up defense position and any battle damage that occurs is calculated. Afterwards the monster that was attacked remains on the field and is not sent to the Graveyard.Examples of monsters that cannot be destroyed in battle are Spirit Reaper and Marshmallon.If a monster attacks with an effect that enables it to deal damage equal to the difference in its ATK and the defending monster's DEF (like Twin-Sword Marauder or a monster equipped with Big Bang Shot), the damage is calculated but the monster is still not destroyed in battle.
If the attacking monster is switched into Defence position, the attack ends. Damage Calculation is not entered, you do not compare the monsters' ATK or DEF.
When a monster attacks a defense position monster with DEF equal to to the attacking monster's ATK, no damage is inflicted to either player's Life Points and no monsters are destroyed in battle. Some monsters have effects that activate before or after they battle, so you must take those into account as well.